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September 25, 2017
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Category: Design

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Posted by Sande Chen on 09/12/17 01:21:00 pm in Design
In this article, game designer Sande Chen discusses the concept of citizen science, and how it can be embraced by game designers.

Posted by Max Pears on 09/12/17 09:46:00 am in Design
Originally posted on: I discuss how Kingdom Hearts combat evolution is not just better for the game design but also for reflecting on the main character growth. How combat design can work with your story

Posted by Stanislav Costiuc on 09/12/17 09:45:00 am in Design
In this three-part video series, we’re continuing to talk about cohesive game experience: what is it, why is it important, and how to achieve it.

Posted by Jools Watsham on 09/11/17 09:12:00 am in Design
The sales results are in for Chicken Wiggle on Nintendo 3DS! Sunny-side up or scrambled?

Posted by Simon Carless on 09/10/17 11:26:00 pm in Design
This week's long form article/video highlights include the depths of the Secret World role-playing community, a unique new Final Fantasy-themed TV show, and lots more.

Posted by Joost van Dongen on 09/05/17 09:10:00 am in Design
Good matchmaking requires thinking about what your game really needs, and maybe even redesigning some aspects to make matchmaking work. This post explores which things to consider and why you need to limit requirements to avoid endless waiting time.

Posted by Simon Carless on 09/03/17 10:05:00 pm in Design
This week's highlights include a piece on what happens when The Tomorrow Children goes away, a silly Everybody's Golf video, & a host of other neat articles/videos.

Posted by Timothy Ryan on 08/30/17 09:23:00 am in Design
I found myself experiencing deja vu for a design problem I encountered 20 years ago ...have I not learned from my mistakes?

Posted by Simon Carless on 08/27/17 10:40:00 pm in Design
This week's highlights include the story depths of Subsurface Circular, teaching players in Kingdoms & Castles, and the motivations behind Destiny 2's creation.

Posted by Jon Ingold on 08/24/17 10:22:00 am in Design
Heaven's Vault's narrative sandwich is made of a layer of authored content, with procedural content spread on top, with more authored content placed on top of that. Here's how it works.